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Author Topic: [Succession] Adventurer's Retirement home II: Now with 20% more cursed pants!  (Read 16402 times)

Manze

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #120 on: March 24, 2013, 09:33:09 pm »

And that would be because I missed your post the first time. Sorry about that. You've been added and MrWillSauce has been PMed that it's his turn.
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Rumrusher

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #121 on: March 24, 2013, 09:37:52 pm »

though with Advfort you can avoid sleep loading in creatures by just doing the clean job when drowsy.
which will cause your character to sleep like npcs(or in 40d).
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WillowLuman

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #122 on: March 24, 2013, 10:57:57 pm »

So, just to be clear, does using Slayrace make them duplicate? Or just obsidianizing them?
Neither of those things has anything to do with them duplicating.

I'll see if I can't get region-pops to do the trick though.
Edit: Seems the region pop and the site pop are completely separate from each other. Rodent men are listed as having 310 peeps and batmen aren't listed at all, so I doubt changing it would affect anything.

"region-pops list" only lists what's been encountered so far on the current game, which requires unpausing after reveal. You'll need "region-pops list-all" to see everything. Region populations determine what can enter the map, drawn from the number pool, added back in when they leave the map, and subtracted when they die. If you use "region-pops mult-all RODENT_MAN 0" or similar, then clear out all those currently on-site, then it should stop them from coming back at all. Demons are a problem, though, since their population is infinite and cannot be reduced to zero.

Sad that the caves were filled in beneath the hall. But for the best, I suppose.

The problem persists, you say? What the hell could possibly be causing it?
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Spish

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #123 on: March 24, 2013, 11:11:21 pm »

^ Simple. The population is still there and the game is trying to place them despite the caverns being totally nonexistant (there is actually even a small portion of the rodent man and demon population that still appears inside the obsidian). If we can find a way to purge these duplicated phantom population imprints (at least that's what I think it is, with my very limited programming knowledge) from the data itself, then problem solved. I'm at a loss as to how to do that though.

Unpausing after revealing and then using region-pops list-all doesn't seem to make a difference.
« Last Edit: March 25, 2013, 07:11:33 am by Spish »
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WillowLuman

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #124 on: March 24, 2013, 11:14:09 pm »

Kill them with hacking, use region-pops to set the population to zero. Should work, as long as no one plays the site in fort mode. Adventure mode will depopulate caverns if it goes on for an in-game week or so. So, at least a week of adventure mode between any forts and anyone visiting the site should stop the population from restoring after the initial wipe.
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Spish

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #125 on: March 24, 2013, 11:21:44 pm »

If you know how Region-Pops works then why don't you try it? I can't make heads or tails of this thing, and I'm fairly positive the region population has nothing to do with the problem.
« Last Edit: March 25, 2013, 04:57:28 am by Spish »
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WillowLuman

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #126 on: March 24, 2013, 11:41:05 pm »

Ask at the dfhack thread. I'm very busy, so I can't get to it myself (at least not tonight), but I can help instruct. The region population has lots to do with everything.
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Spish

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #127 on: March 26, 2013, 09:33:56 pm »

Edit: Whoops, disregard.
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MrWillsauce

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #128 on: March 28, 2013, 12:44:46 pm »

Sorry guys, I didn't notice the message in my inbox until just now. I don't have the time or the drive to play a turn right now. Go ahead and skip me.
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hops

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #129 on: March 28, 2013, 07:06:05 pm »

I love how DF itself has successfully derailed this succession game.
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Vodrilus

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #130 on: March 30, 2013, 05:22:55 am »

Wait, what, it's my turn already?  :D
I'm celebrating Easter away from home, so I'll get back to my gaming 'puter on Monday evening.
But have a happy Easter! (If you follow the western calendar, that is...  :P )
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Sappho

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #131 on: April 01, 2013, 03:10:06 am »


Second story (with pictures) to come in a bit.

Vodrilus

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #132 on: April 01, 2013, 05:21:08 pm »

Currently downloading. Will give it a stab or two, and see if I'll actually survive long enough to become a legendary bad-ass. If I die too readily, I might even whip up a fort in some sweet spot.

And man, did Rossu teach us a lesson! 8)
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Larix

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #133 on: April 10, 2013, 03:22:00 am »

How's the turn coming along?
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Spish

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Re: [Succession] Adventurer's Retirement home II: Electric Boogaloo
« Reply #134 on: April 16, 2013, 10:08:11 pm »

Oy, Manze, what's goin' on?
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